Skills: Difference between revisions

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=== Full Skills ===
=== Full Skills ===


  full_<skill> = fullbase_<skill> + modabs_<skill> + modrel_<skill> + cheats
  full_<skill> = fullbase_<skill> + modabs_<skill> + modrel_<skill> + <i>cheats</i>

Revision as of 14:23, 10 July 2012

In Arx Fatalis the player has nine different skills:

Name Alias
Stealth
Technical Mecanism
Intuition
Ethereal link
Object knowledge
Casting
Close combat
Projectile
Defense

The raw skill values without any modifiers are known as raw_<skill>.

Attribute-based Skill modifications

The following table lists multipliers for attributes to get the contribution to skill points.

Skill Str Men Dex Con
Stealth
2
2
Technical
1
1
2
Intuition
2
2
Ethereal link
2
2
Object knowledge
0.5
1.5
0.5
2.5
Casting
2
2
Close combat
2
1
3
Projectile
1
2
3
Defense
3
3
3.5
8.5
6.5
3
21.5

These factors are known as mod(<skill>, <attribute>)

Based on them we define for all skills:

base_<skill>     = raw_<skill> + ∑<attribute>[ raw_<attribute> * mod(<skill>, <attribute>) ]
fullbase_<skill> = raw_<skill> + ∑<attribute>[ full_<attribute> * mod(<skill>, <attribute>) ]

Arx Fatalis 1.21 and Arx Libertatis 1.0.2 and earlier have a bug causing the fullbase_<skill> values for the Object knowledge and Projectile skills to be calculated as:

fullbase_object_knowledge = base_object_knowledge
fullbase_projectile       = base_projectile

This is fixed in Arx Libertatis 1.0.3.

Absolute Item-based Skill modifications

Equipped items can add or remove skill points:

modabs_<skill> = ∑<item>[ modabs(<item>, <skill>) ]

Relative Item-based Skill modifications

Alternatively, equipped items can also add or remove a percentage of the skill points:

modrel(<item>, <skill>) = modpercent(<item>, <skill>) / 100
modrel_<skill> = ∑<item>[ modrel(<item>, <skill>) ] * ( base_<skill> + modabs_<skill> )

Full Skills

full_<skill> = fullbase_<skill> + modabs_<skill> + modrel_<skill> + cheats